IDE Rule: Gamemaker Gml
IDE Rule: Gamemaker Gml is a verified IDE_RULE blueprint on Promptally in Framework IDE Rules optimized for leading AI models. Cursorrules_Mdc specification for IDE Rule: Gamemaker Gml. Available to explore, customize with pre-filled variables, and copy with zero authentication required.
Technical Specifications
| Specification | Value |
|---|---|
| Artifact type | IDE RULE (Framework IDE Rules) |
| Compatible engines | Universal / Model Agnostic |
| Input variables | None (pre-filled) |
| Approximate tokens | 594 |
| Source file | .cursorrules |
| Access tier | Free public (MIT) |
Pre-Filled Template
--- description: GameMaker Language (GML) rules for scripts, objects, events, rooms, data structures, and performance-minded game code globs: ["**/*.gml", "**/*.yy", "**/*.yyp"] alwaysApply: false --- # GameMaker GML Rules ## Code Organization - Keep object event code short and move reusable behavior into scripts or functions. - Use clear prefixes or naming conventions for scripts, objects, sprites, rooms, and globals. - Prefer functions over copy-pasted event blocks. - Keep create-step-draw responsibilities separate. - Put initialization in Create, simulation in Step, and rendering-only work in Draw. ## GML Style - Use descriptive variable names and avoid one-letter names outside small loops. - Prefer local variables with `var` or function-scoped declarations over unnecessary instance variables. - Use constants, enums, and macros for repeated identifiers, layer names, states, and collision groups. - Guard optional instance references with `instance_exists`. - Keep global state minimal and document it. ## Gameplay Architecture - Use finite state machines for player, enemy, UI, and game-flow states. - Keep collision logic explicit and deterministic. - Separate input collection from action execution. - Use alarms, timelines, or explicit timers consistently; do not mix patterns without reason. - Store save data through structured maps/structs and version the save format. ## Performance - Avoid expensive searches such as broad `instance_find` or repeated collision scans in every Step event. - Cache frequently used asset IDs, layer IDs, and object references when safe. - Destroy data structures when no longer needed. - Use object pooling for frequent projectiles, particles, or short-lived effects when allocation becomes costly. - Profile before optimizing and keep hot-path code simple. ## Debugging and Testing - Add debug overlays for collision boxes, state, velocity, and AI decisions when useful. - Use assertions or explicit guard clauses for impossible states. - Test room transitions, pause/resume, save/load, and controller/keyboard input separately. - Keep reproducible test rooms for complex mechanics. ## Common Mistakes - Do not put game logic in Draw events. - Do not create data structures without destroying them. - Do not rely on room editor instance order for critical behavior. - Do not hardcode magic numeric state IDs.
How to use this ide rule
- Review the pre-filled example and source files above.
- Copy the template or download
.cursorrules, then use it in your model, IDE, or workflow tool. - Compare your result with the sample output when one is provided.
Frequently Asked Questions
How do I use IDE Rule: Gamemaker Gml?
Open the ide rule on Promptally, review the pre-filled example, then copy the template or download .cursorrules and paste it into your model, IDE or workflow tool. IDE Rule: Gamemaker Gml is a static blueprint with no dynamic variables. Copy it and use it as-is.
Is IDE Rule: Gamemaker Gml free?
Yes. IDE Rule: Gamemaker Gml is free to view, copy and download on Promptally without creating an account. It is published under the MIT license.
What variables does IDE Rule: Gamemaker Gml need?
IDE Rule: Gamemaker Gml is a static blueprint with no dynamic variables. Copy it and use it as-is.